How to properly hook up various maps types in Cycles?
First thing to have in mind is that you have some conflicting data, and some redundant maps that can't all be used at the same time because their functionality overlaps.

Second thing to have in mind is that Blender Cycles is a physically accurate renderer, that means the results tend to converge to a physically realistic solution. Some of the maps you have there are made as approximations of a real solution and as such are "incompatible" with the way Cycles works or at the very least not needed and will "worsen" the result.

Ambient Occlusion AO map is for example a map that is generally useful for real time rendering contexts, but usually not desirable in offline or realistic renders.
It can still be used in cycles to but the results will be "less realistic" and will partially ignore scene lighting.



As my default "base setup" I would recommend using the Diffuse D map on a Diffuse Shader color socket, the Specular S map as a mixing factor to mix it with a Glossy Shader (amount of shine or specularity)  and the Glossiness G map as input for the Glossy Shader Roughness socket (how clear or rough each reflection is):



Then the Height H map and the Normal N map are mostly self excluding, either use one or the other as far as I know. I am not very proficient with Norml maps but would go with the height map which is more versatile and easier to use but do as you please.

Either use the normal map with a Normal Map + Bump Map node connected to all used shaders,



Or use the Height H map as bump, as material displacement or ideally directly in a Displacement Modifier for actual geometry deformation

Bump



Material based displacement


True Displacement using the Displace Modifier with a Subsurf to give it extra geometry to apply the effect